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Heroes Community > Heroes 5 - Modders Workshop > Thread: [MOD] Might & Magic: Heroes 5.5
Thread: [MOD] Might & Magic: Heroes 5.5 This Popular Thread is 435 pages long: 1 50 100 150 200 250 300 350 ... 388 389 390 391 392 ... 400 435 · «PREV / NEXT»
magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted September 24, 2019 01:57 PM

@THGryphn: I'm not going to rearrange the perks in combat, but i was under the impression dredknight had some tool to rearrange icons on your ingame skillwheel which might come i nhandy some day, but now i think he only meant the skills.xdb which is  really not the issue.
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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted September 24, 2019 06:03 PM
Edited by dredknight at 18:06, 24 Sep 2019.

@Magno, how is the internal skillwheel made?
Is it some kind of script and where it is? I want to take a look, may be the same approach can be applied.

One more thing, I got this bug report on FB that I have not seen before (nor tested this setup).
Quote:
Simultan Turn Pest still buggy if u play 2 players vs Ai. Game disconnects and async turns if player attack ai. We use the utility.exe 32 and 64 bit. the bug appears if u attack the ai. we played 2 players vs computer ai
Did anyone played LAN + UI + UTILITY_64.EXE + PEST and can verify it works?
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thGryphn
thGryphn


Promising
Famous Hero
posted September 24, 2019 08:59 PM
Edited by thGryphn at 21:03, 24 Sep 2019.

dredknight said:
@Magno, how is the internal skillwheel made?
Is it some kind of script and where it is? I want to take a look, may be the same approach can be applied.



I wrote a Matlab code to create the files but now it is static. Loads of folders and files. Only a major change would require significant work. Minor changes like shuffling the perks inside a skill should be fairly easy. Everything is in the MMH55-Skillwheel.pak file.

Edit: Well, text files are under MMH55-Texts-EN.pak/UI/Doc/SkillWheel

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted September 24, 2019 09:02 PM
Edited by magnomagus at 21:03, 24 Sep 2019.

ThGryphn made it , it is 4000 .xdb files in a separate .pak, but there are no changes planned, so don't bother.

Oh it looks like he jumped in before me
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thGryphn
thGryphn


Promising
Famous Hero
posted September 24, 2019 09:06 PM

magnomagus said:
ThGryphn made it , it is 4000 .xdb files in a separate .pak, but there are no changes planned, so don't bother.

Oh it looks like he jumped in before me


I still cannot believe I did it. The amount of time it took me to design it was enormous. I mean the working components mostly, not just graphical. I had some time on my hands then, now it would be basically impossible, lol...

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strigvir
strigvir


Adventuring Hero
posted September 25, 2019 07:10 AM

Not related to the skill wheel directly, but can the extended creature info be made less laggy? There is noticeable ~1 sec pause when you open any screen to which it is attached, which is a lot of them actually, and that adds up to quite big waiting time.
Like I don't need the whole creature table when I want to buy and upgrade creatures in a particular castle, neither the whole table is needed for necromancy.

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thGryphn
thGryphn


Promising
Famous Hero
posted September 25, 2019 11:02 AM
Edited by thGryphn at 11:04, 25 Sep 2019.

strigvir said:
Not related to the skill wheel directly, but can the extended creature info be made less laggy? There is noticeable ~1 sec pause when you open any screen to which it is attached, which is a lot of them actually, and that adds up to quite big waiting time.
Like I don't need the whole creature table when I want to buy and upgrade creatures in a particular castle, neither the whole table is needed for necromancy.


It is true that Creaturepedia causes a lag, slower the drive and the processor, the longer the lag. I optimized it the best I could at the time when I made it but could not reduce it further.

We can talk about where to have it, and probably you're right that one doesn't need it that much at the Necromancy window. Can you send me a saved game and relevant map where this lag is annoying?

Edit: Lag at the Necromancy window should actually be much lower since it's supposed to load only that faction...

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted September 25, 2019 01:49 PM

Personally I really don't care about that one second, but since I expected some people would, I kept creaturepedia separate, you can simply remove it from the data folder.
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Bandaro
Bandaro

Tavern Dweller
posted September 25, 2019 09:38 PM
Edited by Bandaro at 21:38, 25 Sep 2019.

Edit:Never mind.
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thGryphn
thGryphn


Promising
Famous Hero
posted September 30, 2019 02:21 PM

Never heard of this before but it happened to me a few times when I was playing a solo map last week:

Fighting against base Goblins with Blood Furies, Furies hit a stack of Goblins and scared them away, then of course returned to their own initial position, which at the same time was claimed by the scared Goblin stack. As a result, both stacks were at the same tile, and I could not move my Furies until Goblins moved, and I could not target the Goblins in any way either until they moved elsewhere.

Weirdest thing. Anyone had anything similar? I bet it came from the original game...

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted September 30, 2019 02:26 PM
Edited by dredknight at 15:38, 30 Sep 2019.

I bet it comes from original, the same issue exists with the ability to revive dead golem stack with repair, when the dead stack square is used by another creature.

P.S.

Because MMH55 makes the battles longer and increase complexity, some rare situations has started occurring which wouldn't be seen in original ToTe as the skills involved or the pace of battle would not allow them.
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted September 30, 2019 05:53 PM

It looks like we had a good run with the RC12b release thanks to some advertising help from the moddb staff, we probably picked up some new players and got surprisingly few complaints.

Without trying to pressure anyone I was wondering how things are going with the polish translation and the ref manual for RC12b?

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted September 30, 2019 06:03 PM

Manual is ready but I have issues with the framework it works on.
The new version has issues with Windows 10 (may be 7) in a matter that interaction with the wheel is very laggish and slow.

The older version works well but has issue with windows 7.

Actually I have a build ready if you can test, because I am running windows 10. I will send on private.
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted September 30, 2019 06:22 PM

ok maybe you should just release on the old framework, on my win7 it works fine with that graphics tweak.

You could also release a separate win7 version (but don't know how much work that is)
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KJeraD
KJeraD

Tavern Dweller
posted October 01, 2019 01:11 AM

Regarding the Polish translation, I'm currently going through original hero descriptions from the base game and previous translations, because some of them felt really odd (especially added heroes).

Things I've already done:
- Buildings (mostly descriptions; fixed some grammar and inconsistencies),
- Skills, their descriptions, and other things that have been tweaked since version rc10b4,
- Artifacts,
- Creature abilities,
- Combat text,
- Hero specializations.

To-do/revamp list:
- Adventure map structures/dwellings/points of interest,
- Town descriptions, removal of unnecessary left-overs of fixed town specializations (like towns that have "double" specializations because their text says so),
- Hero descriptions (WIP; staying true to Might and Magic wiki descriptions and/or the ones from official manuals/website),
- Spells (slightly changed a few skill names to better represent what they do exactly),
- Creatures (descriptions, WIP (I've already done some of them)),
- Hero descriptions (WIP, ~halfway there, as there's a lot of creative translation work to do here for sure!),
- Scripts, various adventure map pop-up texts (WIP).

This will take a while for sure, but I'm doing what I can to pull this off ASAP.
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted October 01, 2019 02:28 PM

Ok, I see you are being really thorough, I should say that some of the hero desc are just copy/pasted from h4 and back in those days I merely considered them 'placeholders', but throughout the years I never got any complaints about them, so they were forgotten and I don't think most people care for them very much. Also many original creature desc are really simplistic.

My point is basically, not to get overworked on stuff that is only of minimum importance.


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KJeraD
KJeraD

Tavern Dweller
posted October 05, 2019 11:08 AM

I've spotted a bug, which is quite inconsistent in it's recreation, but it seems to often be the case when you have 5/6 skills and attempt to get the sixth one via Witch's Hut.

I've been playing Sorgal on a random map (4P Epic w/ Impossible Settings and Strong Monsters) with Offence/Defence/Logistics/Leadership/Luck and finally fished a Dark Magic from a Witch's Hut in the second area as a second choice for 2000 gold, while the first choice was Offence. I went for the Dark Magic only to have my gold vanish and having learnt nothing.

Also, the "-Fixed town conversion limit by default too low if multiple players start with same faction town" fix doesn't really work. I've had a random bot playing Dungeon in the very same Sorgal game and I couldn't convert an additional town for my cause, while the bot has already converted one a while ago (because he obviously did).

I have a pair of questions as well:
- Are Sandals of Prophet supposed to be working retroactively, that is, if you defeat a stack that is defending them, should one be awarded the movement speed points reward once they're equipped (this seems to have been the case for a while now), or is it a bug?
- Is the gold supply from Windmill a fixed value of 1000 gold, or actually 500 or 1000 gold?
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strigvir
strigvir


Adventuring Hero
posted October 05, 2019 12:11 PM

Yeah you can't fill an 8th slot with secondary choice from witch hut.
This could be known issue, since the wording on Arcane Avenger implies it can't give Destruction in the 8th slot either.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted October 05, 2019 02:03 PM

witch huts cannot fill the last slot, known issue

the fix to TC means, it sets a higher limit, but that doesn't mean the limit cannot be reached, also it is not really a conversion limit it is a 'max amount of towns per faction on map not caring about who owns them' limit.

for higher limits you have to use the user settings.

windmill is 1000 gold

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KJeraD
KJeraD

Tavern Dweller
posted October 05, 2019 06:29 PM

Oh, I completely forgot about the MMH5-settings.pak configuration, thanks for the reminder, Magus.

Speaking of the Windmill, though, I've sometimes seen the game text saying that I recieved 500 gold instead of fixed 1000, but I'll make a screenshot the next time I see it (if ever).
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